Posted March 29, 2021 by tagamantra
Ohoy manggugubat! I come with 0.6.3 overhauls and updates. These are pretty substantial updates, significant in their effect. This streamlines a lot of things, and makes play easier as a result.
Some new updates that flew over my first check and were supposed to be part of 0.6.3!
Installed the Puthaw Rule, which is an exploration of Player Responsibilities.
Null/Absorb/Reflect negates Dahas now.
Changed from 1d4 to 1d10, to accommodate the faction changes:
The first iteration of Violent Values have been removed (BODY, FERO, REF, WITS, SOUL). All progression and increases now go directly to the new Violent Values (which were the Derived Values in previous editions). Many Beats, Abilities, and more have been changed to reflect this change.
It was a much easier shift than I expected, which probably confirmed to me its vestigiality.
Designer Notes: In doing this, we accomplish two things cleanly: first, we streamline a lot of things and take a lot of cognitive load from players, as well as make progression a lot more straightforward. It also feels a lot cleaner. Violent Values, as a whole, are mostly ignored and only their derived values are important.
Secondly, we keep in line closer to classic SRPGs a la Tactics Ogre that have long stat lines.
Strike and Volley now rise automatically every Kadungganan Rank, making it so that you don't have to commit for them. It reflects a Manggugubat simply getting better in violence, their experience guiding their hand. This also means that Manggugubat that don't invest in Strike or Volley don't get gimped in higher Ranks, where enemies have more Defense.
Sorcery does not automatically rise. This is because Sorcery is, fictionally, something that a Manggugubat must actively learn and practice, and not something that can rise naturally from combat. One must still invest in Sorcery.
This is the new Progression. You can now gain Masteries in Professions not your own.
There are now different events that happen on each number of the d4 roll. Stamina still begins at 5, but now it is not a good thing to risk losing all your Mettle.
Second Wind now gives you +2 to all Defenses until the start of your next turn.
Bravery and Spirituality in abilities and weapons are turned into BRV and SPI for easier grokking.
Hard Ventures turned into Challenging Ventures.
All Professions' abilities have had their text edited to be in line with the new BRV and SPI terminologies.
Mastery Points can now be spent to rise in Mastery in any Profession, even one not of your own. Switching Professions is still a Respite Activity, but you can only change into a Profession that you already have a Mastery in.
Major overhaul for most abilities. Lots more attacks.
That's it for now. Thank you so much for supporting this huge project's development. With most of the mechanics out of the way, the major content updates on 0.7 will be much more exciting.